using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using FIM;

namespace PokemonRPG
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        Camera cam;
        Terrain terrain;

        CManager inManager;
        BiAxialKeys moveKeys;
        BiAxialKeys lookKeys;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            Components.Add(inManager = new CManager(this));
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            cam = new Camera(Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, 800f / 480f, 0.1f, 40),
                new Vector3(10, 10, 10), 0, -1, 0);
            terrain = new Terrain(this, 20, 20);

            moveKeys = new BiAxialKeys(inManager, 0.1f, Keys.W, Keys.S, Keys.A, Keys.D);
            lookKeys = new BiAxialKeys(inManager, 0.04f, Keys.Up, Keys.Down, Keys.Left, Keys.Right);

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            terrain.LoadContent();
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (inManager.CurrentGamepad[0].Buttons.Back == ButtonState.Pressed || inManager.CurrentKeyboard.IsKeyDown(Keys.Escape))
                this.Exit();

            //cam.Move(moveKeys.Value, terrain.GetHeightAt(cam.Center) + 2);
            cam.Move(moveKeys.Value);
            cam.Look(lookKeys.Value);

            cam.Update();

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            terrain.Draw(cam);

            base.Draw(gameTime);
        }
    }
}
